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Wargame vs "Living world"
#16
Thudz Wrote:If I have more faction than you with the Orcs can I tell them you are actually a Dwarf spy and they will attack you?
Heh, that might be an interesting mechanic.

Suppose you have good orc and dwarf faction, but you want the dwarves to win. You can use your dwarf faction to suggest where to beef up defenses and use your orc faction to suggest where to attack (against the beefed up defenses).

Any player with high enough orc faction can go to the orc boss and suggest that another player is a "spy". The person mentioned will get flagged, but he has no way of knowing this. If, during the next 24 hours of login time (or 5 days real time, whichever comes first), the flagged player talks to an enemy faction, then he loses a ton of faction with the orcs and they consider him to be a spy and a traitor.


If he doesn't talk to any enemy factions within that time frame, then the person who reported him loses a moderate amount of faction and is unable to deliver any new reports for 5 days (the orc boss doesn't believe him anymore).



(It would be amusing if, instead of a flag, he actually got followed around by an NPC "orc agent" with very high stealth skills. If this NPC is killed for any reason, nothing happens. The reporter can simply report again without any loss of faction and the player spy doesn't get penalized. Of course, if he attacks the agent and the agent survives to run away and report to the chief....

Of course, flags are a lot easier.)


Perhaps another part of this mechanic is that you build up "trust" or "suspicion", separate from faction. You gain trust when you help in any victory (either suggesting where to attack, defend or helping in the victory directly). You gain suspicion when you suggest or participate in anything that results in a defeat. Accusations against a trusted player may be dismissed out of hand while accusations against a character with high enough suspicion will be taken seriously.
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